Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add Lagunaswift/GameDevelopmentAudit --skill elegance-auditgit clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAuditWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/elegance-audit)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/elegance-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/elegance-audit/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/elegance-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/elegance-audit.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00150 | $0.01251 |
| Opus 5 | $0.00075 | $0.00626 |
| Sonnet 5 | $0.00030 | $0.00250 |
| Haiku 4.5 | $0.00015 | $0.00125 |
Grade A, and why
elegance-audit scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Elegance Audit
An elegant game gets a lot of gameplay out of few rules. Depth comes from mechanics interacting to produce situations the designer never authored, and every mechanic that fails to interact is complexity the player pays for without return. This skill hunts non-earning mechanics in designs and their fingerprints in code.
Concepts adapted from Tynan Sylvester's Designing Games (O'Reilly, 2013), rewritten here; also draws on his treatment of balance and degenerate strategies. Explain ideas in your own words; never reproduce the book's text.
Core concepts
Emergence is the engine of value. When mechanics combine, possible situations multiply faster than rules do. A mechanic's worth is roughly the number of meaningful interactions it has with other mechanics, times the frequency players encounter them.
Complexity is a cost paid by the player. Every rule must be learned, remembered, and read from the interface. A mechanic that interacts with nothing charges full learning cost and returns one situation. Cut it or make it connect.
Elegant mechanics share traits. They reuse conventions players already know, work in many game situations rather than one, overlap several roles at once, and do not demand constant interface attention. Inelegant ones exist for a single scripted moment, need exceptions bolted on to work, or duplicate another mechanic's job with different numbers.
Degenerate strategies rot depth. A degenerate strategy is one dominant enough that a player who knows it has no reason to engage with the rest of the game. It does not need to be literally unbeatable; it needs only to outperform everything else reliably. Counting "viable strategies" flatters a design; the honest test is what a skilled, unsentimental player converges on.
Balance serves fairness and depth, and only sometimes. Multiplayer starting positions demand fairness. Single-player games often profit from deliberate imbalance (overpowered toys are fun). Decide what the balance goal is before tuning numbers; tuning without a goal is churn.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 50 lines · 150 tokens per session scan A e958920f41d9
elegance-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 150 tokens to every session and 1,251 once invoked, about $0.0007 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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